Reworking the junkmap

This commit is contained in:
2014-06-12 23:55:02 -07:00
parent 35dd15ba66
commit d4d2d123b1

View File

@@ -27,9 +27,9 @@ var game = new Phaser.Game(640, 480, Phaser.AUTO, '');
// Create torch objects
// Light constructor
var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
console.log("Making a light : " + [x, y, key, frame, radius, fade, color, flicker]);
color = ( typeof color == undefined ? color: [255, 255, 255]);
var Light = function(game, x, y, key, frame, radius, fade, color_start, color_stop, flicker) {
color_start = ( typeof color_start == undefined ? color_start : 'rgba(255, 255, 255, 1.0)');
color_stop = ( typeof color == undefined ? color_start : 'rgba(255, 255, 255, 0.0)');
fade = ( typeof fade == undefined ? fade : 0.25);
radius = ( typeof radius == undefined ? radius : 64);
flicker = ( typeof flicker == undefined ? flicker : false);
@@ -44,10 +44,13 @@ var Light = function(game, x, y, key, frame, radius, fade, color, flicker) {
this.fade = radius * fade
this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, radius * 2, radius * 2)
this.flicker = flicker;
console.log("Light is ready");
console.log(this);
};
Light.prototype.update_rect = function() {
this.rect = new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2)
}
// Lightes are a type of Phaser.Sprite
Light.prototype = Object.create(Phaser.Sprite.prototype);
Light.prototype.constructor = Light;
@@ -868,6 +871,9 @@ GameState.prototype.create = function()
// Create the lights
this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, 'player', 0, true, false, this.staticLights, Light);
this.staticLights.forEach(function(light) {
light.update_rect();
}, this)
// for (i = 0; i < 50 ; i++ ) {
// this.staticLights.add(
@@ -926,8 +932,8 @@ GameState.prototype.updateShadowTexture = function() {
this.shadowTexture.context.createRadialGradient(
light.x + 16, light.y + 16, light.fade,
light.x + 16, light.y + 16, radius);
gradient.addColorStop(0, 'rgba(' + light.color[0] + ',' + light.color[1] + ',' + light.color[2] +', 1.0)');
gradient.addColorStop(1, 'rgba(' + light.color[0] + ',' + light.color[1] + ',' + light.color[2] +', 0.0)');
gradient.addColorStop(0, light.color_start);
gradient.addColorStop(1, light.color_stop);
this.shadowTexture.context.beginPath();
this.shadowTexture.context.fillStyle = gradient;